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Author Topic: New Project: BantamMechs, the Inner Sphere ProtoMech  (Read 1062 times)

Charistoph

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New Project: BantamMechs, the Inner Sphere ProtoMech
« on: 22 September 2022, 00:58:59 »
So, having played with ProtoMechs for a couple times, I thought it would be interesting to explore how the Inner Sphere would duplicate it.  So, using a handy thesaurus I discovered the word "bantam" which has several meanings, but as an adjective is simply "diminutive or tiny".

Here is the rules pass.  I'll update Construction and Costs later on as soon as I finish a few typing out the details.  Constructive criticism is appreciated, I'm unsure if they'll work or even be desirable, so with that out of the way, let us begin.

BantamMechs
With the expense of manufacturing BattleMechs, and the surprising results of ProtoMechs used by the Word of Blake and forays by the Hell’s Horses, some security firms who wanted to provide something heavier than Battle Armor, but for customers who couldn’t afford BattleMechs or wanted them for other purposes, began working on their own version of the ProtoMech.  There were many challenges in this project because Inner Sphere technology just wasn’t up to the task on its own and the control systems were considered extreme for volunteer pilots.

As they see deployment in the Inner Sphere, some Mercenary units have looked to deploying them as cheap security or augmenting forces.  The Houses have been watching this with a combination of interest and amusement.

BantamMechs use the Record Sheets for ProtoMechs.  Most of the rules for BantamMechs are consistent with ProtoMechs with the exceptions mentioned below.

Deployment: BantamMechs normally deploy in Squads of four units, but some squads may up to six or less Bantams as circumstances and organizations prefer.

PLAYING THE GAME
BantamMechs handle weapon attacks, damage resolution, and movement declarations like a ProtoMech.

MOVEMENT
Bantam Squads move like ProtoMech Points.

Skidding: Unless the BantamMech has a Neural Interface control system, BantamMechs can skid in the same circumstances a BattleMech will skid with.

COMBAT
BantamMechs use the same rules for Weapon Attacks and Firing Arcs that ProtoMechs use.

Hit Location
Players determine hit location against a BantamMech by rolling on the ProtoMech Hit Location Table.  However, unless a BantamMech is equipped with a Neural Interface control system, a hit on a BantamMech that rolls a 3 or 11 for location will hit the Right Arm and Left Arm, respectively.

Special Circumstances: BantamMechs are considered ProtoMechs for the purposes of being hit with area-effect weapons, building collapse, crashing units, falling, and collisions with skidding and sideslipping units.

Targeting Computers: BantamMechs are treated as ProtoMechs when targeted by units with Targeting Computers.

DAMAGE
BantamMechs are treated as ProtoMechs for the purposes of taking damage, including Critical Hits.  However, the pilot only takes damage when the Internal Structure is damaged if the unit is using the Neural Interface control system.  If the unit is using any other system, hits against the torso will damage the pilot like the Head hit on a Mech.

FRENZY
BantamMechs may make Frenzy attacks like ProtoMechs.  If the unit is using a Neural Interface control system, the attack is performed like a ProtoMech.  With any other control system in place, us the BantamMech’s Piloting Skill as a base number and apply the modifiers as normal with a -1 To-Hit.

PHYSICAL ATTACKS
BantamMechs are targeted with Physical Attacks like a ProtoMech.

OTHER COMBAT EQUIPMENT
PROTOMECH MYOMER BOOSTER

BantamMechs can only have Myomer Boosters with a Mixed technology platform, but otherwise are treated as ProtoMechs for the purposes of this system.  However, on a failing roll, if the BantamMech is not using a Neural interface Control System, the player makes a Critical Hit roll against the Legs.
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PuppyLikesLaserPointers

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #1 on: 22 September 2022, 02:07:32 »
Then I have to ask the most important but absent part; Do BantamMech run without any neural interface? What is the difference if it has/lacks a neural interface?

Charistoph

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #2 on: 22 September 2022, 11:40:46 »
Then I have to ask the most important but absent part; Do BantamMech run without any neural interface? What is the difference if it has/lacks a neural interface?

I will be providing at least one option for a Battle Armor/Mech hybrid control system that weighs in more (maybe too little at present) and has other draw backs as noted in the rules above.  I am also considering a Drone Control System option as well.  The different types will be covered in the Construction rules.

Most notable differences are how Pilot Damage is incurred and the need for a Piloting Skill, and attendant needs for it, i.e. BanamMechs with a Standard Cockpit can be knocked down.
Are you a Wolf, a Sheep, or a Hound?
Quote from: Megavolt
They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.

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PuppyLikesLaserPointers

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #3 on: 22 September 2022, 12:05:36 »
Good. Then we don't need to give the death sentence to our own pilots.

Charistoph

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #4 on: 22 September 2022, 12:43:39 »
Good. Then we don't need to give the death sentence to our own pilots.

Oh, the DNI will still be an option for fanatics (Capellan Death Commandos, for example), or perhaps for those who still want to fight, but are otherwise too damaged for even cybernetics to put them on the field.
Are you a Wolf, a Sheep, or a Hound?
Quote from: Megavolt
They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.

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Red Pins

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #5 on: 22 September 2022, 17:08:03 »
 ;D

Well, I like the name, and I may steal it, but ironically this is a near duplicate of the Extra-light Mech s of my AU.

Care for a copy to compare notes?
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
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Charistoph

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #6 on: 28 September 2022, 20:41:08 »
;D

Well, I like the name, and I may steal it, but ironically this is a near duplicate of the Extra-light Mech s of my AU.

Care for a copy to compare notes?

Possibly.  I'm starting with the ProtoMech rules and making them a bit more 'Mechish, rather than trying to make a 'Mech more Proto, if that makes sense, so I don't know.

At present, I'm looking at making it a BA/BattleMech hybrid, where its mostly ProtoMech construction, but with some IS BA options and 'Mech controls included.
Are you a Wolf, a Sheep, or a Hound?
Quote from: Megavolt
They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.

Charistoph's Painted Products of Mechanical Mayhem

Red Pins

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #7 on: 29 September 2022, 00:00:44 »
Almost EXACTLY LIKE my concept then.  I'm away from the box, but they use a  cut-down 'Open Cockpit' with motorcycle-like controls, use BA weapons and the rare full-size ones, a gyro, and BA armour with a fusion engine.

I have to rewrite their rules, though, playtesting wasn't done when my opponent moved away.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Suralin

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #8 on: 03 December 2022, 22:26:17 »
Having done a similar thing once in the past, I'm curious as to how this is going. :)

Red Pins

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #9 on: 03 December 2022, 23:21:40 »
Having done a similar thing once in the past, I'm curious as to how this is going. :)

Um.  I think I forgot this, I've been trying to finish this story I'm writing the November novel writing thing instead of working on the project.  Here's what I have - keep in mind I lost my playtest volunteer about the mid-point, its been on hold a long time.

Quote
EXTRA-LIGHT ‘MECH (ELM)

   Extra-Light ‘Mechs can trace their development to Clan Surf Dragon, whose attempts to create an Infantry battlesuit from Labor Caste exoskeletons were interrupted by the arrival of technical data and production samples of dezClan Wolf’s Elemental Battlearmor.
   Because of the crudity of the original work, the project was abandoned in favor of the dezClan suit, and its resources turned to developing a larger, more robust unit capable of destroying an entire Elemental Point.  A blend of Battlearmor and BattleMech technology, the Joint Development Program released the design specifications for their prototype ELM, the Novice, in 2868.
Expansion of the ELM concept has taken advantage of the continued refinement of the technology, with a series of designs up to 19 tons being considered for increased emphasis to counter the introduction of the revolutionary ProtoMechs by dezClan Smoke Jaguar.

Construction Rules
   The construction of ELMs closely follows that of BattleMechs, with some unique features.  Construction of ELM/PAMs follows the same construction rules for the standard ELM, except the removal of its arms and the addition of one critical space and 500 kg for fuel and avionics.  ELM/PAMs must also use the ‘Environmental Sealing’ of IndustrialMechs, to correct the deficiencies of the open cockpit.

Step 1:
   In Step 1, determine the tech base, mass, and Internal Structure of the ELM.
•   Because ELMs are exclusively the property of the New Clans, a ‘Mixed’ tech base must be chosen.  ELMs may not use Omni technology.
•   ELMs range from 10 to 19 tons.
•   Because of the limited amount of mass, ELM Internal Structure is exclusively Endo-Steel.  Designers do not allocate critical space for the use of Endo-Steel; its slots are standardized and do not appear on the record sheet.  Its Internal Structure is calculated by the formula, Internal Structure = [(mass of ELM) x 10%] / 2

Notes:
•   Due to size and mass limits, ELMs may not be quads.
•   Due to their size, ELMs are limited to only Shoulder Actuators.
•   Due to mass requirements, ELMs use kg in all mass calculations, similar to battlearmor.
•   Because of their small size, ELMs have smaller Critical Hit Tables; the head has 4 slots (with one slot for Cockpit, Sensors, and Life Support), each arm 5 slots (6 with the Shoulder Actuator), Legs have 2 slots (6 with Hip, Upper- and Lower Leg Actuator, and Foot), and CT has 2 slots.  (12 with standard gyro and fusion engine critical spaces.)

Step 2:
   In Step 2, install the engine, gyroscope, Jump Jets, Cockpit, and Special Physical Enhancements.  Designers planning to construct an ELM/PAM must use a standard fusion engine.
•   ELMs accept standard fusion engines, ICE, or power cells as engines.  All standard rules apply.  Engine ratings that do not appear on the engine chart must be rounded up to the nearest legal engine rating on the chart.
•   ELMs require the use of a gyroscope, and may use any canon gyro technology.  The mass of its gyroscope must be rounded up to the nearest value divisible by 5.
•   Only standard Jump Jets are allowable on ELMs; regardless of mass, each Jump Jet requires .5 tons/500 kg and moves the ELM one hex.
•   ELMs use a unique cockpit concept, the Open Cockpit.  An Open Cockpit requires 1 ton/1,000 kg.  The Open Cockpit is designed to provide a minimum of supporting equipment and complex electronics to the EWarrior.  Although it encloses the EWarrior (and protects him from the effects of Inferno missiles and bombs), the Open Cockpit is not watertight. 
•   ELMs are limited to Partial Wings, MASC, Stilts, and Detachable Weapons Platforms as Special Physical Enhancements.

Notes:
•   In contrast to a Battlemech, the head of an ELM provides only 3 slots; Life Support, Sensors, and Cockpit.

Check TM and TO

Step 3:
   In Step 3, assign heat sinks.  Because of the Open cockpit, ELMs must remain heat neutral.
•   If a standard fusion engine is used, designers must use the standard formula, Engine Rating /10 to determine the number of heatsinks inside the engine.
•   Because of their small size, ELMs use compact heatsinks.

Notes:
•   ELMs choosing to use other powerplants must allocate sufficient heatsinks to remain heat neutral, adding up to the total amount of heat possible for the ELM to generate.
Ex.  An ELM with an ICE engine, 4 jump jets, twin machine guns and a Medium Laser must have a minimum of 7 heatsinks.

Step 4:
   In Step 4, choose the type of armor and allocate it to the ELM’s six positions.  Because of their size and mass, ELMs use the Battlearmor method of armor allocation where each point of standard armor requires 50 kg.
•   ELMs may use New Clan Fire-Resistant armor or any of the canon armor types the ELM has critical space for.
•   Because of their size, ELMs may only use one armor type.  ELMs may use any armor available on the Available Technology Chart.

Notes:

Step 5:
   In Step 5, choose weapons and equipment.  ELMs may choose from either the Heavy Weapons and Equipment or Battlearmor Equipment Charts.  Battlearmor equivalents of the equipment on the Heavy Weapons and Equipment table may be used if the designer is willing to settle for the loss of performance.
•   Because of their small size, ELMs may not use CASE or CASE II.
•   If the designer chooses a weapon that exists on both charts, the one from the HWaE Chart must be used.
•   If the designer chooses a piece of equipment that exists on both charts, he may use the one from the Battlearmor Equipment Table if he is willing to settle for inferior performance.
Ex. The designer decides to add an SRM-2 to his new ELM - because there is a SRM-2 on both Charts, he must use the one from the HWaE Chart.  The designer decides to add an active probe – because it exists on both Charts, and the designer can choose to use either one.

Notes:

ELM/PAM Construction Rules
ELM/PAMs are a special type of unit; they maximize the benefits of both ELMs and PAMs and in any setting, they should never be anything other than an extremely expensive, hand-made, and unique unit.  These units require several unique rules, explained below.
•   ELM/PAMs must use standard fusion engines.
•   ELM/PAMs must use the IndustrialMech option, “Environmental Sealing”, to compensate for the use of an Open Cockpit and completely seal the EWarrior’s cockpit.

Game Rules
ELMs benefit and suffer from rules that help define their unique attributes, broken down into sections below.  Rules not specifically mentioned still apply, because it is impossible to account for every rule interaction and players are encouraged to find their own solutions.

Movement
•   ELMs move in Points of five, as Protomechs.
•   ELMs follow stacking rules as Protomechs.
•   Regular Piloting and Gunnery skills for ELMs are 3 / 4, reflecting their ease of operation.

Combat
•   For Line-of-Sight, ELMs are considered to stand one level high.
•   The open cockpit concept is unable to protect an EWarrior from deep water; ELMs may only enter Depth 0 water before flooding the Open Cockpit.
•   ELMs use the firing arcs of Mechs; because they are allowed only Shoulder actuators, ELMs may fire arm-mounted weapons into the rear arc.
•   ELMs may not fire when prone.
•   Damage is transferred in the same manner as ‘Mechs; from damaged arms and legs to the torso location.





        ELM Internal Structure Table
   ELM     Max         Internal Structure
Tonnage  AP  Head Torso  L/R Arm  L/R Leg
    10        58        3       10          2              6
    11        58        3       10          2              6
    12        58        3       10          2              6
    13        62        3       10          2              7
    14        64        3       11          2              7
    15        68        3       11          3              7
    16        68        3       11          3              7
    17        72        3       11          3              8
    18        72        3       11          3              8
    19        72        3       11          3              8
         ELM Hit
   Location Table
Die Roll
(2d6)
    2   Torso
    3   >Near Miss<
    4   Right Arm
    5   Right Leg
    6   Torso
    7   Torso
    8   Torso
    9   Left Leg
  10   Left Arm
  11   >Near Miss<
  12   Head
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Suralin

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #10 on: 03 December 2022, 23:58:01 »
I've actually read through your stuff before, Red Pins; you posted the ELM rules in one of my threads, but it has admittedly been a while. *(it's beenawhiiile...)*

note comparison intensifies

Red Pins

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Re: New Project: BantamMechs, the Inner Sphere ProtoMech
« Reply #11 on: 04 December 2022, 02:11:39 »
Yeah, well it's from my first New Clans sourcebook, the one that might never see the light of day, nearly 20 years ago.  Unsurprising, I guess.  I hadn't done any real work on the 'Unique Technology' file since then, although I keep adding section headers with new ideas.

Most of the newer stuff will be blamed on the Blakists in the Blake Threat File sourcebook, which I feel confident of finishing for once.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.